/Engine/Source/Runtime/Engine/Classes/Sound/SoundAttenuation.h
The settings for attenuating.
struct FSoundAttenuationSettings : public [FBaseAttenuationSettings](API\Runtime\Engine\Engine\FBaseAttenuationSettings)
EAirAbsorptionM...
AbsorptionMethod
What method to use to map distance values to frequency absorption values.
TObjectPtr< UAu...
AudioLinkSettingsOverride
AudioLink Setting Overrides
uint8:  1
bApplyNormalizationToStereoSounds
Enables applying a -6 dB attenuation to stereo assets which are 3d spatialized.
uint8:  1
bAttenuate
Allows distance-based volume attenuation.
uint8:  1
bAttenuateWithLPF
Allows simulation of air absorption by applying a filter with a cutoff frequency as a function of distance.
uint8:  1
bEnableFocusInterpolation
Enables focus interpolation to smooth transition in and and of focus.
uint8:  1
bEnableListenerFocus
Enable listener focus-based adjustments.
uint8:  1
bEnableLogFrequencyScaling
Enables applying a log scale to frequency values (so frequency sweeping is perceptually linear).
uint8:  1
bEnableOcclusion
Enables realtime occlusion tracing.
uint8:  1
bEnablePriorityAttenuation
Enables attenuation of sound priority based off distance.
uint8:  1
bEnableReverbSend
Enables adjusting reverb sends based on distance.
uint8:  1
bEnableSendToAudioLink
Enables/Disables AudioLink on all sources using this attenuation
uint8:  1
bEnableSourceDataOverride
Enables overriding WaveInstance data using source data override plugin
uint8:  1
bEnableSubmixSends
Enables submix sends based on distance.
float
BinauralRadius
What min radius to use to swap to non-binaural audio when a sound starts playing.
uint8:  1
bSpatialize
Allows the source to be 3D spatialized.
uint8:  1
bUseComplexCollisionForOcclusion
Enables tracing against complex collision when doing occlusion traces.
FRuntimeFloatCu...
CustomHighpassAirAbsorptionCurve
The normalized custom curve to use for the air absorption highpass frequency values.
FRuntimeFloatCu...
CustomLowpassAirAbsorptionCurve
The normalized custom curve to use for the air absorption lowpass frequency values.
FRuntimeFloatCu...
CustomPriorityAttenuationCurve
The custom curve to use for distance-based priority attenuation.
FRuntimeFloatCu...
CustomReverbSendCurve
The custom reverb send curve to use for distance-based send level.
float
FocusAttackInterpSpeed
Scalar used to increase interpolation speed upwards to the target Focus value
float
FocusAzimuth
Azimuth angle (in degrees) relative to the listener forward vector which defines the focus region of sounds.
float
FocusDistanceScale
Amount to scale the distance calculation of sounds that are in-focus.
float
FocusPriorityScale
Amount to scale the priority of sounds that are in focus.
float
FocusReleaseInterpSpeed
Scalar used to increase interpolation speed downwards to the target Focus value
float
FocusVolumeAttenuation
Amount to attenuate sounds that are in focus. Can be overridden at the sound-level.
float
HPFFrequencyAtMax
The range of the cutoff frequency (in Hz) of the highpass absorption filter.
float
HPFFrequencyAtMin
The range of the cutoff frequency (in Hz) of the highpass absorption filter.
float
LPFFrequencyAtMax
The range of the cutoff frequency (in Hz) of the lowpass absorption filter.
float
LPFFrequencyAtMin
The range of the cutoff frequency (in Hz) of the lowpass absorption filter.
float
LPFRadiusMax
The max distance range at which to apply an absorption LPF filter.
float
LPFRadiusMin
The distance min range at which to apply an absorption LPF filter.
float
ManualPriorityAttenuation
Static priority scalar to use (doesn't change as a function of distance).
float
ManualReverbSendLevel
The manual master reverb send level to use. Doesn't change as a function of distance.
float
NonFocusAzimuth
Azimuth angle (in degrees) relative to the listener forward vector which defines the non-focus region of sounds.
float
NonFocusDistanceScale
Amount to scale the distance calculation of sounds that are not in-focus.
float
NonFocusPriorityScale
Amount to scale the priority of sounds that are not in-focus.
float
NonFocusVolumeAttenuation
Amount to attenuate sounds that are not in focus. Can be overridden at the sound-level.
float
NonSpatializedRadiusEnd
The distance below which a sound is fully non-spatialized (2D).
ENonSpatialized...
NonSpatializedRadiusMode
Defines how to interpolate a 3D sound towards a 2D sound when using the non-spatialized radius start and end properties.
float
NonSpatializedRadiusStart
The distance below which a sound begins to linearly interpolate towards being non-spatialized (2D).
float
OcclusionInterpolationTime
The amount of time in seconds to interpolate to the target OcclusionLowPassFilterFrequency when a sound is occluded.
float
OcclusionLowPassFilterFrequency
The low pass filter frequency (in Hz) to apply if the sound playing in this audio component is occluded.
TEnumAsByte< en...
OcclusionTraceChannel
Which trace channel to use for audio occlusion checks.
float
OcclusionVolumeAttenuation
The amount of volume attenuation to apply to sounds which are occluded.
FSoundAttenuati...
PluginSettings
Sound attenuation plugin settings to use with sounds that play with this attenuation setting.
float
PriorityAttenuationDistanceMax
The max distance to attenuate priority.
float
PriorityAttenuationDistanceMin
The min distance to attenuate priority.
float
PriorityAttenuationMax
Interpolated value to scale priority against when the sound is at the maximum priority attenuation distance from the closest listener.
EPriorityAttenu...
PriorityAttenuationMethod
What method to use to control priority attenuation
float
PriorityAttenuationMin
Interpolated value to scale priority against when the sound is at the minimum priority attenuation distance from the closest listener.
float
ReverbDistanceMax
The max distance to send to the master reverb.
float
ReverbDistanceMin
The min distance to send to the master reverb.
EReverbSendMeth...
ReverbSendMethod
What method to use to control master reverb sends
float
ReverbWetLevelMax
The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb max send distance.
float
ReverbWetLevelMin
The amount to send to master reverb when sound is located at a distance equal to value specified in the reverb min send distance.
TEnumAsByte< en...
SpatializationAlgorithm
What method we use to spatialize the sound.
float
StereoSpread
The world-space distance between left and right stereo channels when stereo assets are 3D spatialized.
TArray<FAttenu...
SubmixSendSettings
Set of submix send settings to use to send audio to submixes as a function of distance.